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Posted: Mon Nov 29, 2010 10:25 pm
Karakuri Bushi MDL 6318 "Muzanichia" x3 Karakuri Soldier MDL 236 "Nisamu" x3 Karakuri Ninja MDL 339 "Sazank" x3 Karakuri Strategist MDL 248 "Nishipachi" x3 Karakuri Merchant MDL 177 "Inashichi" x3 Karakuri Barrel MDL 96 "Shinkuro" x3
Karakuri Showdown Castle x3 Karakuri Anatomy x3 Book of Moon x3 Machine Duplication x3 Pot of Avarice x2 Monster Reborn x1
Karakuri Klock x2 Bottomless Trap Hole x2 Call Of The Haunted x1 Mirror Force x1 Solemn Judgment x1 Torrential Tribute x1
Super sloppy. Needs help please.
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Posted: Tue Nov 30, 2010 9:24 am
Lemme git this straight. You built a karakuri deck, but neglected to include limiter removal or rare metalmorph?
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Posted: Tue Nov 30, 2010 11:54 am
Labyrinthknight7 Lemme git this straight. You built a karakuri deck, but neglected to include limiter removal or rare metalmorph? Limiter Removal is a maybe but rare metalmorph is straight out.
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Posted: Tue Nov 30, 2010 2:54 pm
Labyrinthknight7 Lemme git this straight. You built a karakuri deck, but neglected to include limiter removal or rare metalmorph? I build it when I opened my boxes at locals. That's why it's so super sloppy. I'm pretty much just hoping to idea farm a little before I start making real changes.
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Posted: Wed Dec 01, 2010 11:32 pm
I would totally suggest Karakuri Trick House. Using that with position-changing cards like Nishipachi (or really, just letting your monsters get attacked) can give you some great control over the field monster-wise. How you deal with the back row is really up to you, but I've always been a fan of bribes and typhoons.
Also, I'd suggest some Machine Assembly Lines. Gives you a nice ATK boost, and it takes very few counters for it to bring back just about any of the Karakuri cards.
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Posted: Mon Dec 06, 2010 4:07 pm
Karakuri otk.Look it up xD
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